Sam and Max wrote:
Introduction: I've noticed that Gate Bursts can lengthen a game of Arkham Horror, while turns can become a little less lively if gates aren't opening because of sealed locations.Game length isn't really an issue with my group, so we wouldn't get much value from this. Plus I like the way that a Gate Burst actually takes away your victory conditions. Gate Bursts mean you can never get complacent, you have to work fast and you have to consider whether Sealing the Big Four is the right strategy given that they are most likely to Burst
1. Gate Bursts: The endgame is to seal six gates, or close gates normally. Any elder signs removed from the board because of gate bursts or other effects still count towards the endgame requirements.
2. Alternate Gates: If one of the gates is sealed, a gate opens at the other location. If a Clue cannot be placed at one of the locations on the card, place it at the other, if possible.Now this I like. It's a great way to keep the tension in the game once you have the Big Four Sealed and you're experiencing "bounce" after bounce while waiting for one of the less unstable Gates to open. Great idea.